#Neuro Sama Survivors-like
1 messages · Page 5 of 1
Tbh, I kinda struggled with what to do for the swords too. The range is really good, except it's quite literally a double edged sword.
Slowing neuro down makes it harder for her to get close, and I have an idea on how to create distance between her and vedal so he can get out of the swords range. Anny has portal so she should be good with neuro taking longer to catch up.
The only other way I could think of is some kind of rework to the friendly fire system. I think I have a good idea for that, but it should probably be in a different update if it happens
I thinks it's a good place to start at least, seeing as she's faster than everyone else
Requiring you to run away from Neuro to survive doesn't sound that good to me, with Evil there is no issue since Evil can't hit you unless you get close to her or get fireballs and stuff for her, but that stuff is very easy to dodge without affecting damage output, while for Neuro to be able to survive, you currently need to usually aim back, which causes a loss in damage from aiming, and I feel like even if you were able to outrun Neuro, not being able to stand still would become a disadvantage over Evil in the late game especially
It is also not very convenient for dodging enemies if Neuro runs slower than the collab partner, and dodging enemies is quite required with Neuro with Neuro having bad healing
You can't really stand still with neuro because of the nukes and feathers as is
But you can stop for a moment with either usually
Staggered movement is possible with Evil
I used it on my latest really good run
Well honestly, I wouldn't be opposed to seeing how it is without friendly fire. It might be a bit strong, but I don't think it will be fireball levels of strong
The main thing you would want that to apply to would be the swords, but the swords not doing damage kinda takes away from the unique thing the game has, so not sure about it
I guess the only way really would be to try and see what happens
Another possibility would be to make Neuro's swords have a "strong" and "weak" part, where the inner "strong" part does more damage and is the only part with friendly fire and is small enough that Vedal needs to actually move towards Neuro for it to deal damage
Something like that could be interesting
That way you could keep the range of the swords while keeping an element of friendly fire and you would also be adding a reason for it to exist in that way
(liiterally just came up with that idea)
That's a pretty good idea. It's kinda like super smash bros where certain parts of attacks deal more damage

And yeah, I think the swords wouldn't be the best attack to remove friendly fire from. Would make more sense on the drones because they fly, and maybe feathers too
Also, having a couple of attacks without friendly fire is an indirect nerf to filtered, which is definitely one of the 3 best upgrades at the moment and is basically mandatory to have
I'm gonna do a couple anny + neuro runs, because I think it's my least played pairing
I think yah someething along this idea can work.
Yeah, you should definitely try that for next update
No way
I remembered you guys talking about not letting you have no upgrades that deal damage or something like that, so I tried it out lol. Almost survived 3 minutes like that
Oh, that makes sense then
I got a lot of 0 scores when I was doing testing cauz I wanted to end the game as fast as possible but they weren't uploaded. If they were the leaderboard will probably be full of 0 scores from me 
perhaps you should get a bit of score per time survived in endless mode, but not as much as you get for killing enemies, just so that you can attempt stuff like that no damage upgrades run and still get score for it :D
Yeah, it would make sense for the next update to add some score for time survived
I think I should yah. I already store recorded time so it shouldnt be too hard to somehow implement that into the score system
Hi. I started playing this recently. Pretty fun! I haven’t played enough to feel very confident in suggesting many major changes, but I do have a few small nitpicks. Keep in mind this is from the perspective of someone who has not read the months worth of content in this forum, so, apologies if I say something that someone else already has/is already planned to be changed.
-There’s an inconsistency with effects referring exclusively to Neuro saying “AI” while effects referring exclusively to Evil say “Evil” (“The AI will chase after you closer” vs “Evil will stay further away from you”). It would be nice if it was consistent—so either Neuro’s effects should say Neuro, or Evil’s effects should say The AI.
-Vedal’s rum is very odd. It is thrown from his hand, until he throws one while you’re moving, where it will then begin to be thrown from the bottom left or bottom right of his hitbox. The direction it is thrown from is not based on which direction Vedal is facing, but rather the direction he was moving towards when he threw the last bottle (so if you turn around and stop moving, the bottle is thrown from behind him).
-There’s no visual indicator of how close you are to beating the stage. Which would be nice.
-Neuro’s Dual Strikes attacks where the cursor is pointing. Not that this is an issue or a bug, but it is the only case of you being able to control the AI’s attacks directly I think, and I don’t think it’s ever said in game, so it’s a bit odd. Might be nice to say that fact in the lv. 1 upgrade’s description.
-Evil’s Summon Circle slows collab partner. Makes sense with the friendly fire mechanics, but is inconsistent with the description “slow all enemies within range”.
The one important gameplay thing I’ll say for now is that Neuro’s Gaslight ability doesn’t mesh well with the fact she wants to be extremely close to the collab partner, and thus is likely to deal friendly fire damage. So whenever she diverts damage to the collab partner, they’re likely already more hurt than she is. It also makes cookies less useful since the collab partner will be taking most of the damage, but cannot use cookies. I think it’d be better if she only deflected damage if her health is less than her collab partner’s. Maybe she could even take damage for her collab partner if her health is higher? I dunno.
Essaying indeed neurobot
thank you for the detailed review!
yah the descriptions need a long awaited update
and gaslight is kinda funny but basically has no synergy with anything
will take into account in the Balancing & Achievements Update
👍
I never really caught any of those inconsistencies lol. Gaslight does have a bit of synergy with anny due to her HP regen.
I think once the changes are made to the swords, gaslight will become better due to not having so much of your health gone already.
If you're already good at dodging, I think gaslight is kind of worth getting. Neuro is more likely to die before you, and it's a 30% chance for her to negate incoming damage
Actually, one thing I have noticed is that Vedal is slightly faster than neuro when you run in a straight line. It takes a few seconds, but you can actually use the swords better if you do that
Oh yeah, I forgot how gaslight is one of the upgrades that makes Neuro very bad in endless mode too at least with the current friendly fire system, especially with raise the timer
Yeah, it kinda just is an update that doesn't work that well in endless mode if you are getting all the upgrades
ok so I started making some ideas about the balancing.
My current idea to balance Neuro is to create a separate upgrade where if you are within a certain radius of Neuro, her attacks will not do any damage to you. Even if you leave this area you will still be immune for a couple seconds until it wears off 
You need to be close to Neuro? How close exactly?
My idea was to make it so being far enough away makes the swords specifically not do damage
But enemies that far away also take less damage
didnt really think that far yet 
So that if you're within the normal distance Neuro and the collab partner keep, you will be safe to aim however you want, but going too much closer will make you get hit
And enemies within that smaller range will also take more damage
Making that part a "strong" part of the sword swing
hmm
or oh mabe the first hit you don't get hit, but the second hit you get hit?
since she does two strikes
No, that would still be too limiting and confusing for aiming
true and it would be a nightmare to implement programming wise
The two range idea is what I think would work as the best balance between keeping friendly fire for the swords and being able to aim
Might try this idea
seems the most simple to implement
Yeah, I would recommend that
Make sure the range where you start taking damage from Neuro's swords is small enough that it's smaller than the radius at which the collab partner is at their closest with all upgrades
I think that should work for balancing the swords and making Neuro much better to play with
Except for stuff like the gaslight + raise the timer combo which you're basically forced to get if you're on endless, maybe make the damage from raise the timer not be gaslight-able
Currently having all of the upgrades for Neuro is really not viable
Which is bad for endless mode
ill probably just make gaslight not have that drawback of redirecting damage or redirect damage back to the enemy 
That would likely make it a lot more powerful, so you might have to adjust it somewhat in that case, just making it not count damage from raise the timer would be much simpler (AKA it does nothing with that damage and it gets applied to Neuro as normal)
Although making Neuro more powerful is the goal, so I guess you can try it
Since currently Neuro is not viable for high scores
yah buffing Neuro is ultimately the goal since rn she is the weakest character to use
Ill probably dial back down gaslight numbers but want to try sending damage back to the enemy
Yeah, you'll likely have to experiment with stuff
Also, let me know when you want me to implement the achievement storage serverside or something
Should be simple to do myself now that I have references for HTTP stuff
Honestly I don't ever take raise the timer no matter what. It just kills you between waves unless you avoid picking up exp. It also just reduces your total bulk.
The best idea I've had to save the upgrade would be to have it drain 1% of her health per second, giving her 100 seconds instead of 45. Buffing the healing would also help. Maybe 1/1.25/1.5 would be good? Lastly, adding a limit so it doesn't kill her. Having it not take her below 10% HP gives her 90 seconds instead of 100, but at least a healing upgrade won't kill her. It also emulates the last hour of the subathon 
I had the idea for this one really quickly, but it also made me realize having an upgrade that heals you also damage you is kinda counter intuitive, but maybe it can be made to work. If it doesn't, it would make for a cool game mode tbh
Last time I tried, it was perfectly fine to play with, but that was before endless mode, I assume that might have changed, so yeah, I feel like those changes could be good
It always killed me even before endless lol. you have to pick up at least 2 gears a second to do any actual healing, and you also have something else to manage. you can't freely level up, and have to limit your movement to avoid picking them up when you dont want to
hmm maybe I should uncap maximum health for that specific upgrade 
I was able to play with it just fine
Interesting idea, maybe you should still make sure it can't kill you though
that too
That upgrade could definitely use some improvements, especially with endless mode added
if you do uncap max health for it, maybe it has reduced healing past max health? just in case the healing ends up being too good and she has like 300 health somehow
mabe yah that could be a way to balance the upgrade out
i doubt it would reach quite that high, but it might be a tad op otherwise 
subathon timers tend to go above and beyond expectations 
somehow there's now a neuro score over 8.5k
if i don't update the leaderboards it's not real
it's not their highest score so it won't show there
Yeah, maybe diminishing returns past max health
It is in the in-game leaderboard
btw, is it just me or am i hearing neuro say "heart" in the music for farm? i only noticed it a few days ago and forgot to ask lol
Yeah, it is part of the track I think
Erm I never heard it myself 
I hear it all the time
so im not crazy, good to know lol
also, it kinda feels weird to see neuro running with her swords now that we can select the starting upgrades
I assume the sprite was not designed with that feature in mind
i can't imagine it was lol
Anyone had login issues?
or other issues like a popup saying a score sending failed or something like that?
https://kotgedev.itch.io/neuro-adventures
Ok welp if you ever have such issues, please update to the newest client! Its been patched. It is recommended you use the latest client even if you haven't encountered an issue just in case.
Oh, I did yesterday! I lost some good anny/neuro scores to that. Including a 7.5k one
ohh sadge
Erm
hopefully with this patch it never happens again
but if it ever happens again please feel free to alert me
or super
I had to do the meme lol
There seems to have been an issue with refreshing access tokens, and for some reason I guess your token expired and since it was unable to refresh it, it was unable to upload the score
Should be fixed in the latest pair of patches
It was probably because my dad was downloading something, but yesterday was the first time this happened. He basically had all the internet speed which maybe caused it to timeout?
I saw in the server logs there were issues with token refreshing
That was a serverside implementation error
yah should be fixed in the latest 
Huh, yeah it did kinda persist afterwards, and it wanted me to log out and in again
yup that kind of proves it
In the scenario that there is an error like this, the solution is to log in and out again which manually refreshes the tokens, hence I put that pop up just in case I messed up the refresh token stuff, which apparently, I did mess up
but now, with the latest patch, the refresh should be automatic
Yeah, it should hopefully work now

I'll probably download it later because I only woke up like 20 minutes ago
yah, no worries
Basically the TLDR of the issue is that when you log in using discord after a certain amount of time the login needs to be kept alive by 'refreshing'. It is supposed to be automatic, but I messed something up and it didn't happen. With the fix this refresh should happen automatically when you send your score.
Well, I guess what matters is that it should be fixed now, let me know whenever you decide it's a good time to implement the achievement backup stuff
Meme time 
https://youtu.be/ZhgP-hxGdGs
btw if anyone finds a button that does not have a sfx attached to it please feel free to tell me and ill fix
i just got done recording another meme idea, but after the setup and actually doing it, i realized i forgot to make sure obs was recording this version of the game
also, i made it so people can now see when i'm playing by checking my profile 
i have to update that each update too tho
side note, my fps was higher than usual. i was getting around 33-34 at the start and like 28 to 30 around level 17-18
hmm, so mabe my slight optimization worked
i usually have about 23 to 24? i don't remember exactly, but its definitely higher
“Your scores only” toggle does not have a sound effect (but that’s also not really a button so idk if that counts).
Hovering over scores does not have a sound effect. If that counts as a button.
Exit button in Characters tab does not have a sound effect. Exit button from each character’s upgrades also do not have sound effects.
Upgrades in each character’s upgrades do not have sound effects.
Difficulty select does not have a sound effect.
Exit button for map select does not have a sound effect. Exit button for character select also does not have a sound effect.
Hovering over characters, both in the Characters tab and before starting a game, does not have a sound effect. If those count as buttons.
Nothing in the pause menu has a sound effect. Not even the settings menu, which does have sound effects normally.
Upgrade selection/reroll button has no sound effects. NTX 4090 also has no sound effects.
Quit button when finishing a map does not have a sound effect.
So anyways while I was busy throwing my runs, I noticed a bug. In the first screenshot you can see my level is 65, but on the leaderboard, it says my level was 56. The other two stats are consistent so I'm not sure why that one's wrong.
hmm, noted, ill try looking into it. The levels has caused some issues before.
Just booted up the latest version and for some reason the menu music sounds pitched up, could just be me though, or somehow it was sped up or something, I have no idea (I haven't touched the game in a bit)
Yeah, I feel like all music is sped up in the latest version by a major amount
Might even extend to all audio
Audio doesnt seem pitch up to me
things also seem fine for me
Well, for some reason it sounded sped up to me, and I usually notice small things like that with audio, although in this case it could also easily just be the long break I have taken from the game or something, who knows
so about that doc I had mentioned... I may have forgotten about it
. I wound up losing the motivation, but it was something I was doing on a whim anyways
also, music sounds normal to me
yah dw about it
Probably been asked before but this is all in GDScript right?

Studying programming right now, figured I might learn a thing or two if I experiment with godot in the future
I still have the link to the github so I can check that if need be
Yeah, the Godot client is all GDScript, with the server in Kotlin
There is a C# version as well you can get
Well, Godot is designed for GDScript, so that is what Neuro adventures uses
Kotge wrote the client anyway, I did most of the serverside
Oh sorry I misunderstood, I thought you meant Godot as a program is GDscript only, my bad
Yeah, no, that is not what I was saying, I know it supports other languages
Btw with GDExtension you can also use C++ with Godot
I wonder if it's compiled as C++-like native code or something else
I assume Godot usually compiles to something like .NET, since it's so easy to decompile losslessly
Introduction: GDExtension is a Godot-specific technology that lets the engine interact with native shared libraries at run-time. You can use it to run native code without compiling it with the engi...
Seems like just linking in DLLs or something
Yah, so no need to compile the entire engine every time you change something, only the extension
Yeah, makes sense to me
Pretty interesting
I assume that would make it possible to link in a thing using LibTorch or something to use AI in Godot
Theres apparently even Kotlin bindings, so if you really want for whatever reason you can use Kotlin with Godot.
Interesting
Very interesting
Well, I can probably manage GDScript and I want to learn C++ anyway (already kinda started)
Im gonna hav to learn C++ if I want to pass my midterms 
Well, it doesn't seem too complex to me, at least so far, it's gonna take some learning though, it's definitely a bit more complex than Kotlin
Once im familiar enough w c++ i might attempt to move some of the heavy stuff over to c++ and see if that improves performance 
I.e. enemy movement and detection
Makes sense to me, just make sure that in case it makes additional DLLs, you include those in the uploaded package
I can try to help with it if you want, I understand at least something about C++ and stuff like avoiding memory leaks
I was one level away from reaching level 69 in endless mode before I died this is awful
Anyways hehehe
Oh wow, I haven't even managed a 30K range score yet and people are already getting 40K range scores
Simply pick anny + eliv get all the upgrades and then run around in a circle for an hour mhm
That is what I have been trying to do I guess
I guess I need to get better at dodging or something, not sure
We'll see whenever I next attempt this game again
Yea
Dodging becomes very important later on when enemies will wipe out a third of your health by grazing them. Portal gun can be useful to escape as well
Will have to try to get better I guess
gl
We'll see once I play this game again, I've been playing Satisfactory for a while now on my server since 1.0 released
Yo guys look I reached level 69
and level 420
and level 727 
And here's the leaderboard score for (a very similar test) run.
So I think I found the problem with the leaderboard level desync bug from last time.
_on_collect_exp increments lv (the real level variable) and calls get_random_upgrades
get_random_upgrades calls send_random_upgrades
send_random_upgrades increments display_level
_on_reroll_button_pressed also calls get_random_upgrades --> send_random_upgrades --> increment display_level, but does NOT call _on_collect_exp to increment the real lv.
This causes a desync as the leaderboard uses the real lv and not the displayed one.
got it, will patch next update

this gonna be fun
Is next update gonna have the achievement storage on the server too?
Just let me know when you want the server implementation for it
Im just collecting what I should update for now, actual update probably won't happen until my midterms are over (a couple weeks from now)
Ok then, I can wait, I have a lot of cool stuff to do like making Evil covers and once the new Neuro model is ready probably Neuro covers too
Btw, something I thought of while working on the doc that could be an April fools joke. What if anny's stars were changed to fish? Would be funny if permanent for nesus
That would require some stuff on the server probably, but it would be funny
I always bring only the most useful of reports. Anyways I think all the max level collectible upgrades only have a 4% chance to drop their respective collectible instead of the 5% advertised? The collectible_upgrade's sync_level matches the drop chance with these vars but. None of the collectible upgrades. Have a level 5.
Yah my mistake I should change the max levels to 5.
Also feel free to share anything of note you find, its always helpful 
Currently, TODO for the next update:
- Evil and Anny related Achievements, and more achievements in general. Current ideas that have been suggested here:
- Loving Mother (Anny achieve. Must stay in proximity to the AI.)
- Anny are you OK (No damage Anny run)
- Ability for achievements to be saved
- Balancing
- Dual strike is too hard to use. Most likely this will be done by reducing Collab partner hit range
- Neuro upgrades in general requires improvement. Angel wings will probably be replaced or receive a buff, etc. Gaslight may redirect damage to enemy not Vedal and raise the timer may be uncapped. Idk will test things out.
- New Upgrades
- One new Neuro upgrade (idk yet)
- Harpoon for Evil
- Bug fixes
- lvl inconsistency bug fix
- max collecitible level bug fix
- Bunch of buttons don't have a sfx
Please feel free to ping me if I'v missed anything. This is my to-do list for once my midterms are over.
Achievement: Left For Milk
Vedal must stay a certain distance away from Evil (with a 5ish second allowance at the start to create distance)
Also, the ability to track achievements would be a nice touch, although probably better to add when there are more achievements to add. Would be helpful if it activated the range for Loving Mother and potentially Left For Milk.
For angel wings, I feel it should get somewhat of a rework too. It's annoying as heck when there are like 5 enemies closer to her than me, and she only targets me with like 7 shots in a row.
Instead of shooting feathers in seemingly random directions, it could shoot a spread of feathers like a shotgun that preferably don't target you. (That makes more sense on the nukes anyway.) Also, level 1 feathers hit multiple enemies if they spawn on them, making level 2 feel like it does nothing at times.
For comparison, it currently shoots up to 2 feathers, hitting up to 3 each and can do up to 18 damage per hit. Fireball shoots up to 20 at 4 enemies each for 12 damage a hit.
As for upgrade levels, this is what I've been thinking
Level 1: 1 feather hits up to 3
Level 2: +1 feather
Level 3 and 4: no change
Level 5: +1 or +2 pierce
Level 6: +1 feather
This would be 3 feathers that hit up to 4/5 enemies for 18 (might be a tad strong if fired in a spread, but idk)
Alternatively, shuffling around the feathers and pierce might look like this
Level 1: 2 feathers hit 1 enemy each
Level 2: +1 or +2 pierce
Level 5: +1 feather
Level 6: +2 or +1 pierce
I essay too easily 
You could also just remove the lv5_chance and make the lv4_change be 0.05
Also achievement idea: "just dodge lol", win a game with Evil's Fireball upgrade at max level and having NO levels of Filter.

I think this glitch was already known about, but in case this helps, I testify as a witness to neuro glitching through walls
Woah, that one should definitely not happen
Think they'd be good at hurdles?
Ok looking through it I dont think its a glitching through wall problem but rendering order problem.
Essentially Evil is on the other side of the fence but at first its rendering as if Evil is on Anny's side cause of rendering issues that I should be able to fix 
Though that doesnt explain why the pathing changed... 
oh, interesting
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midterms done
will I get a chance to finally work on this? i huv no clue since I also kinda wanna join the halloween drawing contst. But might put aside some time to work on the update 
Ok then
Let me know when you need stuff on the serverside
Also, I might borrow the Discord OAuth stuff for Neuro TCG at some point
Figuring out the Godot stuff is gonna be the hardest part in finishing that for me
I'm more of a backend dev, like is seen with how quickly I can put stuff on the server for Neuro adventures if needed
the ais definitely need better ways to defend themselves, also evil just runs through the horde and dies
Sounds like a slight skill problem, at least with Evil + Anny
You gotta actually walk in such a way you control where the AI goes
That's basically the whole gimmick of the game, playing while keeping track of and accounting for the AI
Starting off takes some getting used to
Once you get the hang of things, it works quite well
It just requires learning, it's basically the main challenge in the game to keep track of the AI
Iv decided to some aside some time every week to work on this, so some progress might be made. I want to try and get this update done before the end of the year 
Aside from my list neuro and evil will probably get 2-3 new upgrades, im hoping it will help out with the balancing
So, if anyone has upgrade ideas, would be appreciated
(Evil already has harpoon)
I'm just glad to know that it's not coming out in a week or two lol. Magic survival should be dropping a new update very soon, and I'm already hyped for that. Though I think Korea gets 2 weeks of beta first 
Mabe I should play that for inspiration 
I did have ideas for a pair of upgrades actually. I was thinking they could be ultimate abilities with more powerful effects, but long cooldowns
Lava lamp and plasma globe were what I was gonna have them be for
And to further make them special, I was thinking that the last level of the upgrade could have 2 or 3 options.
My idea for lava lamp for example was a healing ability that would heal a portion of both characters with a semi long cooldown.
For the final level, one path would buff the healing and shorten the cooldown,
another path would turn off friendly fire for a short while in addition to the healing (alternatively, instead of healing, friendly fire turns into healing. Though the AI won't benefit)
The third path would grant a couple layers of a stacking shield to both every time you use it, with a cap (also in addition to the healing)
I had forgotten some of the details, so it took me a bit 
You can only take one of the 3 of course. It would help make each run a bit more unique
If you have the time, I'd say go for it. Afaik, it's the game that inspired vampire survivors 
(it also has a fireball fusion that functions very similarly to evil's fireball
)
Hem, plasma globe seems like a good name for an offensive attack 
Yeah, that was the idea I had for it. A fairly long cooldown, but a powerful AOE attack centered on evil (preferably without friendly fire, as it would likely demolish the player unless they have filtered maxed
)
The one path I remember was to have it give a big damage buff to her for a time and maybe the collab partner too, instead of the attack (basically supercharging her). Alternatively, keeping the attack and giving a small damage buff afterwards works too.
Another idea for a path could be that the attack stuns enemies for a couple seconds
Another path could give evil a damaging aura of electricity for a short while after
Cool, let me know when you want to integrate more serverside functionality
welcome back kotge! lemme know what you need pinned whenever :)
Will need that for the achievements saving yah, though im gonna balance the game first and fix all the bugs since the achievements rely on them
Will do, realized your a mod now 
Well, assuming the achievement system is independent from the rest of the game code, it should be possible to do the achievement stuff whenever
I guess the server part can be worked on whenever. I just need a system like the uploading scores one, except instead of scores its
Sending list of achievements of user
Fetching list of achievements of user
Yeah, should be easy
Just another endpoint like /achievements that always requires auth to access
Maybe I'll try to work on it later today
Seems like it should be easy enough, I just have to store lists of achievements, where I can make achievements into an Achievement class
Then just a bunch of serialization and deserialization, and a couple request handling functions
And of course the auth check on the API endpoint will be in the handle function this time instead of the addScore function, so you always gotta send auth to that endpoint to use it
Do you want to store some kind of progress variable with each achievement to easily be able to save stuff like achievements that require something to be done multiple times?
@hard moth ?
Might come useful, so yah
I'll store that then
It'll just be a Long value
I'll send you the spec once I'm done with it
I have a few ideas for a giraffe related upgrade. I was trying to come up with a giraffe plush upgrade other than the one below, but didn't manage to think of more good concepts for a plush. Plushies aren't exactly known for being weapons after all. The rest I came up with while on that train of thought and figured I may as well share them.
- Plush Decoy: Neuro throws a giraffe plush that distract nearby enemies for a short time, or until destroyed.
Would probably work better as an ability, as if it's automatic she might throw it in a problematic spot, and potentially be kinda janky to use if aim-able like vedal's rum.
Upgrades could affect things like cooldown, duration, range, cap on distracted enemies, explosion after expiring.
- Giraffe Form: Neuro turns into a giraffe for a short time, granting giraffe related abilities. Should probably have a longer cooldown. (Inspiration from TierZoo's "Are Giraffes OP?")
Possible abilities include:
-Additional speed
-Short range kick that hits a small number of enemies. Could have a lower damage with knockback and possibly a stun, or just higher damage with no effects
-Damage reduction (Giraffes have long enough legs that even lions struggle to get good damage in)
-Ability to eat nearby cookies when damaged/below an HP threshold
-
Giraffe Onesie: Grants Neuro a temporary shield bar. (I was trying to make it plushie related, but I couldn't find a way for it to make sense, lol)
-
Pet Giraffe(s): Gives Neuro a pet giraffe (possibly multiple) that follows her, kicking nearby enemies.
-
Giraffe Stampede: Periodically spawns a stampede of giraffes that run in a random direction (or the direction she is running (likely better, but more dangerous)). Would be absolutely hilarious if the spawning animation involved them coming out of fridges
Of these 5 Ideas, Plush Decoy (assuming it is an ability) would probably have a somewhat higher skill cap, but pretty fun mechanic-wise.
Personally, I'm torn between the wackiness of Giraffe Form, and Giraffe Stampede because the idea of them running out of the fridges is too funny

I'm just gonna assume there hasn't really been any progress recently with anything
Nope not really I keep using my free time on art instead
but im almost done w my piece 
And winter break starts in less then a month, so I should have time then.
Let me know if you need help with anything like the server
I've also recently been going into audio synthetization, so if you need that, I might be able to do something
Abandoned Adventures 
That could work as a map idea I guess: Abandoned archive themed map
Inb4 I get sued by Vedal 
Just call it abandoned annals 
Thinking of mabe giving the player the option to toggle betwee Neuro / Evil following the player / not following. With cooldown ofc. Feels like it will help a lot with the balancing issues, I might experiment with it.
And along with the current update ill probably do a minor map & enemies redesign, to match the new upgrades.
Will experiment 
Internal deadline for the update is before the end of the year, im gonna lock in on developing this game & Neuro TCG as soon as my finals are done (in like 1.5 weeks from now)
Interesting idea, but what will the Neuros do when left alone?
Or when set to not follow
probably just stay in place? Like a turret in tower defence games
would be too confusing to have her move around I think, and theres some survivors-like I know of that implements tower-defence like mechanics
Interesting
Could be very powerful with Evil
It'd be useful in the early game where you don't have many levels of filter, potentially moreso for neuro than evil since she just attacks the collab partner half the time. Later in the game though, enemies just swarm (lol) you, and keeping the ai moving is necessary to keep them alive because they get killed by like 4 hits, so eventually it'd even out. At least for evil anyways, I haven't played enough with neuro in endless to know. So it's probably balanced, I think.
Neuro is currently fairly underpowered
that will be fixed, definetly, I have a lot of upgrades lined up for Neuro + the fixes.
the AI movement toggle definitely would be useful, especially in tandem with anny's teleport. Could even be turned into an upgrade or something at some point.
There could also be achievements for beating maps where the AI is stationary the whole time, or surviving a certain amount of time in endless like that. Proximity based achievements should probably require the AI to follow you though
Yar definetly gonna hav some achievements tied to the new mechanic
Im sure this has already been brought up but what if we made this neuro compatible
Idk who we is in that sentence but
hemmm
I guess if bucketshot rullet can be made Neuro compatible this can be too
would be a bit wierd tho
Neuro controlling either Vedal / Anny with ' Neuro ' following them around.
it would make sense tho to somehow hook Neuro up with Neuro
so she'll be moving around with her AI instead of just following, might be interesting.
but I don't think Vedal knows this project exists so...
a pipe dream for now.
I guess it's time for a bit of advertising then. If more neurons play the game, Vedal might show interest 
Making this game Neuro compatible is not feasible due to this game's real time gameplay style
I can do a run on normal and stick the video in #gaming . That would probably get at least a few people interested
Neuro can really only play games that don't have time based limitations or that have very lenient limitations on her API
That is the limitation of her LLM speed apparently allowing her to only run at "3Hz"
Which I assume means she can do 3 full completions per second
Something along those lines
It is still possible, if she doesn't directly control her movement, but sets longer actions for herself (e.g. follow player, go to some position, run in circle, ...)
That would likely not be flexible enough for her to go around enemies in real time
There's no real feasible way to make Neuro play the game with her API in a way that would be flexible enough for her to do well with it
Well even if Neuro can't, there's a chance we could get Vedal to play it during the subathon maybe? (I should probably lay off the
)
Well, he did play my Portal 2 mod, so who knows
To be honest I dont really want Vedal or too much people playing this game before I have completed my rework (i.e. next update) 
Dont wanna show an incomplete game 
fair enough
I was debating waiting for it before trying to get more people playing, hoping Vedal would take notice and let Neuro play anyway. Although I guess that's not possible so 
Getting Neuro to play is technically possible, but she can't do it with her LLM trough the API, it would need a dedicated model, and knowing Vedal, that would be too much work for him and he doesn't like doing that a lot any more it seems
First commit in three months
I got all the bugs fixed ( I think )
indicates what I'm currently working on.
stats refractorpathfinding rewritespecifications- Achievements rework + More achievements
- Setup client for achievement saving
Ability to switch follow / not follow modes.- ~~Balancing ~~
- ~~Directives ~~
New Upgrades
couple things/thoughts
Uncapped raise the timer? CURSE OF THE TIME GOD 38 YEARS! 
Infinite pierce may be kinda strong (like old fireball) but should be fine if there's some drawback, like lower damage, slower cooldown, or a short range for some examples. Though unlike fireball it wont be 20 projectiles, so 
What about teleport's out of bounds bug?
tbh, I almost forgot about it myself lol
I "fixed" it by just setting position to the closest legal area if you press out of bounds, it should work, I think
idk why I didn't do this before its literally a single line of code change
Yeah, I assume that should also fix the teleport being way too strict
yah this way you always teleport, its just if your out of bounds its going to be the closest legal area
Seems like a good way to do the teleport system
Just make sure no out of bounds coordinate is valid
Once you get to making the client part of the achievement backup, let me know if there's issues or if there's something you would want to add or change with it
alr ill prob do that tom or the day after
Alright then
Is there anything you could use some help with? Even If i don't have much to bring i'm still curious just in case
sfx mentioned!!! That's my thing :D
I know you already have an sfx for buttons but if you need any more sfx for anything, please let me know!
I might need more sfx for the new upgrades, so will do 
More help will always be appreciated 
Firstly I am far from a professional developer, so a lot of how I implemented things is questionable, so if there are better ways to implement things in the game, suggestions will be helpfull.
Secondly, it would be great to have some help in implementing the upgrades since rn I have to both draw the sprites + dev. If you are interested in implementing some of them Id be happy to write down a doc on how-to and provide more detailed specifications 
Oh I'm far from a proper dev either, but i'm always happy to at least try to see if it's possible
you need programmers you say?
I'm a bit busy with school at the moment and I'll probably be spending most of my energy on the neuro inscryption mod I'm also working on once I'm done my schoolwork, but I can probably lend a hand with some of the upgrades once I refresh myself on how they work
If you need anything more on the serverside, let me know
I also know something about audio stuff I guess
(I can replicate both Neuro and Evil's voices quite accurately and make covers and songs and such with those)
Alr will get started working on the docs & specifications 
Conducting reserch for more upgrade ideas 
More ideas
Evil : metal pipe (rains down on region)
Neur : tin cans (stream of bullets), bat (launches to a direction spinning)
With the tin cans upgrade you could make a very silly achievement where you just copy the name from the tin cans thing from Neuro rants
And you get to play the new update before me
. I had to settle for conquering the leaderboard in the meantime
Also, I had an idea for a sound effects upgrade too. They could maybe both get it?
Upgrade idea: Sound Effects
Plays a random sound effect, granting a temporary buff. Different sound effects give different buffs.
Hem now I wanna add upgrade fusions
tho dont wanna feature creap so definetly not this update
Interesting
Nice
I've been low-key avoiding suggesting fusions
. I'm pretty sure vampire survivors also has fusions iirc. So I've kinda been trying to think of other ways to add diversity in builds. Same thing with artifacts, although I wasn't focusing on anything like that yet
But yeah, definitely not a decision for a while at least
If you do decide to add fusions, then here's an idea before I forget it. Pizza + knife and you get pizza knife
Like pizza cutters
I wonder how much more server integration there will be in the future
Would be cool to know any plans there are with the server in the future
Hmm, for now (as long as the achievements saving works, I havent tested it just yet) everything is done, but in the future, if I add things like in game currency to lvl up characters, I guess those will also need saving server-wise, but thats only an idea for now
Ok then
Just let me know if you need anything on the server
Ok hoping to finish the specifications by either tomarrow or the day after, this is near my finals week so im pretty busy but I think I can get it done. I also want to do a little bit of minor refractoring so the upgrade implementation isn't too much of a mess so things might take a bit longer 
but, if done, this should basically double the amount of upgrades 
I assume you have some sort of upgrade base class all the upgrades inherit from or something to make it easier to add upgrades by just making classes for the new upgrades the extend the basic functionality of an upgrade (being obtainable, having a name, having an icon and so on)
I do, plus I have made Upgrades a custom resource so making a new upgrade is easy as filling out a form. The hard part is the actual mechanics ofc.
What are the limitations? Surely I can't just toss over any upgrade idea and it would work without issue
Cool, sounds like a very
system
It is im pretty proud of it
tho some parts can be improved
In programming there is always something that can be improved (usually making things faster)
Latency!
There should be some silly Vedal specific upgrade like "latency update" which makes whichever AI is following Vedal shoot a tiny bit faster (like 0.1 seconds faster)
The limitation is the field for an UpgradeScene class, which is the actual thing that gets added to the character. I.e. for fireball it would be an UpgradeScene class with a set of code that generates and fires fireballs. The limitation is if you can write this code or not.
And the part that takes the most time
Fair enough
This would be completely busted, I can already tell
Oh I already had plans for that 
It would also make it harder to dodge
The only issue is that it would require some refractoring for this to be generally applicable to all upgrades which is why Iv put it off for now
But I recently figured out a way to do it 
I can make a custom Timer class that will be affected by the latency upgrade, and use that for all upgrades instead of the normal Timer
So essentially a separate reduction
Yar, upgrades can have their own cooldown reduction upgrade, and Latency will take a percentage off of that as the base
Iv also thought of a Ram upgrade but idk what itll give.
Mabe ill save it for the future when I implement something close to Fusions and allow for multiple of them idk
Maybe you choose an upgrade and it boosts that upgrades stats a bit? Boosts would be dependent on the upgrade, and not every upgrade can get it
Ok I think I got a pretty cool alternative to fusions, and should be easier to implement.
A 'dev stream' you can use once per game.
Allows you to upgrade the stats:
Damage, Cooldown, Quantity, Accuracy for a (offensive) upgrade of choice. <accuracy reduces damage of that particular upgrade to the collab pattner>
How each stats are increased is dependent on the max level upgrades you have.
Each upgrade has an affinity to one of the three. For example,
Max INuke6000 -> Damage Affinity
Max Cookies -> Accuracy Afinity
If you have both, and you use 'dev stream' on "Dual Strike" it will get increased damage and reduced damage towards the collaber.
Quantity will be converted to Cooldown afinity for upgrades whoes quantity cannot change.
An idea for now
Interesting I guess
By the way, is there plans for more endless mode infinite upgrades?
Prob yah
Could go for simple stuff like simple stat increasing upgrades with some names like "enhanced memory speed" or something (just a random one, not exactly what you should use) for something like an attack speed upgrade or something
Definitely seems interesting.
The problem I find with fusions in magic survival is that there isn't much in the way of customization, the exception being magic bolt because you can select an attribute at level 4 and level 7.
There was a time in that game where fusions were removed, and implemented into many of the level 7 attributes. They all had level 4 attributes at the time as well. You could mix and match attributes like you currently can with magic bolt
I think something similar to this might be more fun, although more difficult to balance
Having a lot of divergent upgrades also seem valid, I can see some uogrades having two pathways, one more dangerous but higher damage but the other weaker but safer for the collab partner 
Yeah. I suggested some ideas for lava lamp and plasma globe for example. Some could make the upgrade a bit stronger, some could add utility, or even do something different
Although adding something like this would probably be better as a separate update tbh. The balance is gonna change a ton already, and also you said you are planning to get the update out this year 
There's also the arg-themed map, and miniko too
Yar so itll prob be
Achievements & Balance & More upgrade (this update) -> Miniko & Arg & Pathways
More pathways might be a separate update depending on how things go
Wait, you're planning on adding mini in the future?
Yah, the update after this one
Interesting
...You know...this might be a good time to mention that uh. A month or two ago I might have started a neuro adventures mod that uh. Well,
I also wanted to add Hiyori but all I added before I got distracted with the neuro inscryption mod was an upgrade functionally identical to anny's oranges and an infinite upgrade attack that probably doesn't make sense to have in tandem with the existing infinite upgrades, so
I wonder if it would be possible to port the Miniko mod stuff as a base for the Miniko update
Also, I assume the modded build can't work with the server, or at least can't upload scores, as designed
And I just realized the characters page in the game still lacks all of the character images that I think were supposed to be there
I may have just found a reproducible way to confuse the AI's pathfinding
- go to the obstacle fence
- go in one direction near the fence
- turn around and pass the AI going in the opposite direction on the fence as you came
- the AI thinks you're on the other side of the fence
Reproducible at least on the fence on the right side coming in from the left
The game appears to be able to spawn an insane amount of enemies, enough to lag my insane system down to below 30 FPS
The lag there was literally unplayable
I think I may finally have an idea of what the black lines I've been seeing may be
They appear to be seams in the background that show up due to my high resolution display or float imprecision or something
I'd be cool with my mod being used as a base. Not sure what exactly would be used from it, and kotge would have to go through my spaghetti code, but. Y'know. Depends on what the upgrades will be for the official mini, there's probably new things that could be referenced considering when I started this it was just after the first mini collab.
Also, I indeed cannot send scores from my mod, but, that might not be because your server is good. I think for some reason I just commented out whatever lets you access the leaderboard at some point
I can't even look at scores let alone sign in
That's essaying? Really neurobot?
I can def use this as a base! The 'everything goes on' one especially sounds great.
Two upgrades I had planned out for mini is:
Game Controller: Press [Space] to fire lasers at the enemy. Ammo reloads at a rate of x/s and can store y at a time.
Campfire: a campfire spawns. All friendly units within the campfire range will gain Hp/s
Im gonna rewrite the enemy pathfinding this update. Going to get rid fo all obstacles and have a much simpler pathfinding, should help with reducing lag and bugs.
with the new upgrades I think obstaclse will just be an annoiance
^
My finals are approaching rapidly and I just spend 6 hrs yesturday playing Magic Survivals in the name of 'research' I am so dead 
Uhhhhh, oops?
Also, evil fumo is basically shield from magic survival, but only for evil. As long as the cooldown doesn't get this low while giving 2 at a time, I think it should be ok
Sending scores to the leaderboard does require your build of the client to have a password, so it won't work if you don't have that password
I was referring to Neuro and Evil's pathfinding, not the enemies
Oh alr,
Tho they share the same pathfinding method so if I change it for enemies it will also apply to Neuro & Evil
Interesting
A* iirc
The bug I was seeing is that Evil thought I was on the other side of the fence when I was hugging the fence from the top
Yar I had that sometimes too
I managed to reproduce it fairly consistently
I feel like those'd make more sense if the campfire was the active ability. An activated attack is fine but a little awkward if there's no passive attack to support it, and a stationary healing source is a little awkward as well if it just moves around on its own.
hmm, ill def experiment with it, the original idea was it to emulate those bullet hell games where you can shoot.
I might actually make them both active, if that makes sense, make the campfire have a cooldown, and place down using [space], and fire the weapon using the mouse.
if it doesn't work out I can always make the weapon passive and shoot automatically 
You would have to somehow make it visible that you have to do that
The current game really lacks any kind of instructions
Maybe a good update would be to add a "guide" tab in the main menu (and maybe pause menu too) that has guides on how to use all the mechanics of the game control wise
I should add better descriptions for upgrades to the list
a guide can def be added in a future update
A guide would be very useful for new players that need to figure out the controls
Especially if there isn't a settings tab like "keybinds" where you can see and change the keybinds
I feel like some interaction with this enemy separation is causing massive amounts of lag
The game really just becomes unplayable if you don't get enough AOE like fireballs early
You definitely need to at some point try to do something to try to fix all the framerate related bugs, such as the inconsistent XP bar, and the lag related issues with possibly an inaccurate movement amount approximation and things going trough other things
They are the swarm that is approaching... Eventually
I think the approximation the game uses for lag might be higher than what the actual speed is, although not sure, that's just how the controls feel when the game slows down to 10 FPS or so
Im hoping when I change the system for pathfinding the lag also reduces 
You should definitely also make the game more consistent when the framerate changes
This includes thing such as
- make collision with items, enemies and projectiles work at low framerate
- make movement not feel terribly off at very low framerates
- make the level bar consistent across framerates
well that's a first. just got killed by an anti-virus pop-up 
evil had like no health left, so when it popped up, it defocused the game window and i couldn't move
Interesting
I've recently been killed by lag quite a few times
I don't usually get killed by lag, mainly because I get fireball pretty early to prevent it
Even with early fireball I sometimes die to lag by a massive swarm of enemies
You really need a ton of spread damage to not make a lag black hole
Really hoping changing the pathfinding system will reduce lag by a lot, but im gonna experiment with other stuff to try and reduce it as much as possible
I'm also going to try increasing the enemy's speed and reduce their numbers
i just discovered an interesting quirk of pizza. if you keep it on top of you, it doesn't continue to damage you
yah it does damage-per-hit and not damage per second
I think what could at least eliminate the lag black holes could be to to add some sort of enemy spawn cap where if there's a certain amount of enemies, enemy spawning (and also progress) pauses until the cap is no longer filled
Or something along those lines, not sure
That was my first thought
I think the enemy spreading is what cuases the lag with those massive enemy amounts
spreading out the spawning density would probably help more. sometimes theres like 10-15 seconds where few to no enemies spawn, and then a massive wave of them to deal with
actually do you know how spawning works on Magic Survivals? Do enemies just spawn near the character or something I couldn't quite understand it
they do spawn near the player, but off-screen. they do have a spawn cap, and despawn if you get far away enough
hmm, might try implementing something similar instead of having them just spawn at the edges of the map 
there is an artifact that reduces the cap by 15%, and in the current patch (still don't have the new one lol) there's a bug where the spawn cap is massively reduced sometimes though
When does it come out I like playing in English better 
that's what i'd like to know 
also, just future idea, but I like teh concept of having one-two really powerfull upgrades while all your other ones are disabled. Might figure something out in a future update
(i jus discovered Overmind
)
figured
it's definitely the most fun of the 3, but perpetual engine is the best (because you can use shield, cloaking, and other support)
I like the feeling of one upgrade being extremly superpowered with very low cooldown & large size.
I guess, for my game you would def have to consider tho that this might just end your game right away as friendly fire exists.
yeah, the friendly fire system would probably need to be reworked for something like that
tbh tho, fireball is basically a fusion as it is
If I implement a really powerful upgrade like that, Ill probably turn the game touhou-style, as in reduce the collab partner's hitbox to a small dot and allow shift-slow moving
I may have found a new bug/exploit, but let me just validate it first
There is a possibility you can teleport further if you have a second display on the side of the one the game is on
damn, i can't abuse it
Found it when I accidentally pressed space when I had my cursor on the second screen
does it make the cooldown super long?
I feel like teleporting shoould just not be allowed to happen if the cursor is not within the game window
loading_timer.wait_time = base_loading_time + anny_pos.distance_squared_to(mouse_pos) * 0.0002
I prob should yah put a check
for if cursor is actually on screen
And if it's not, just ignore the teleoprt input
By the way, what units is distance in?
Pixels or some relative unit?
Well, that is kinda unbalanced for displays with higher resolutions
Is it relative to the window resolution?
yar
to be precise, its set by the viewport height and width which is 640 x 360 no matter what.
Interesting
By the way, I may have figured out what the black lines I've been seeing are
They appear to be possibly seams in the background
That show up as black lines due to reolution or something, not sure
i haven't had any issues like that
I'm on 1440p and I consistently see black lines while playing
One time one of them stayed on the screen long enough for me to identify what it is
fixed
Cool
mine is 1280 x 768. my monitor is a literal TV
im gonna work on reducing lags / problems like that once im done with the specifications for upgrades for those that watn to help
wanted to get it done today but
I hav my calculus exam in two days and I played way too much Magic Survivals + Pxls reset happen
so will take longer
Yeah, the black lines issue is likely a high resolution float imprecision bug or something
English
time to relearn names and do uh more 'research' for neur adventures
1st run and as suspected i've found a way to exploit the worst fusion in the last update (it got a stealth rework, which makes it easier)
on a semi-related note, I do have my eye on a couple of the planned upgrades already, but i'll wait and see before commenting too much in case they aren't as strong as i think they might be
I kid you not, @itchio has been taken down by @OriginalFunko because they use some trash "AI Powered" Brand Protection Software called @BrandShieldltd that created some bogus Phishing report to our registrar, @iwantmyname, who ignored our response and just disabled the domain
Hope this won't cause too many issues 
If it doesn't come back, just send the game executable here as a backup
It's a single file anyway
it was down for me, but it's also back now
Something up with the server? I went to check the leaderboard and was having issues. I just tried logging out like last time, but i can't seem to log in again. it just says the site cannot be reached
before attempting to relog, i tried setting a score and it failed to send it
Domain expired
You can access the server again if you add 46.163.232.21 rants.theharrisontemple.com to C:\Windows\System32\drivers\etc\hosts (open as plaintext)
Will be replacing the domain probably tomorrow, then Kotge needs to build a new version of the game
i found the file, but how do i open something as plaintext?
Open in a text editor
Note that you need to open the text editor as admin
Discord login might not work without a new redirect URI, I'm not sure
it's more likely gonna be me messing something up 
Once you have the thing in the hosts file, you should at least be able to connect to the server again
do i get rid of the original? i had to save it elsewhere and copy the file to the folder
You don't need the original, it's an additive configuration file
yeah, i can't seem to get it to work. still says the site can't be reached
Can you screenshot the file contents?
At least on my system it works when I redirect it to localhost
Or maybe Godot checks something different from everything else
same result
is it a problem if it is saved as a text document? before it just said file
it doesn't have one in it's name, so i don't know how to change it
In the top of the explorer window, click the view button and then check the file extensions box
Not the notepad, the file explorer
thanks! i managed to log back in, but the leaderboard still doesnt load 
IOException
400 from Discord API
Let me just figure out where that comes from
It's possible Discord sees that the URL of the server is not valid and then just terminates something
I forgot what 400 means
400 means you are sending a bad request
it worked 
Super sent me the new link ill update the client shortly in a couple hours 
The update specifications might also go up sometime today but don't bet on that
(I lied will take couple more days)
oh the client tho should be updated
err as soon as it uploads
login & logout , leaderboard has been all checked using the new domain
so thanks very much to superbox

for clarity, the reason the specifications are taking so long is not really because of the specifications but cause im tryna refractor my spagetthi code before I make them and the docs, and I have a lot of spagetthi code 
testing 
Interesting
I thinj i figured out how ta drastically reduce lag, there shouldnt be an issue even w like 500+ enemies on screen at once if I can implement this 
Still all iin GDScript or are you bringing in C++?
Iv also copy pasted the MagicSurvival way of spawning enemies so there should be less enemies in general
No c++ needed for now
Alright then
Its more of an issue with how area2d works and I dont wanna remake the node in c++ nor do I have a clue on how to
whats the issue with area2d's you are having?
if its the amount of area2d's you could combine alot of the area2d's into a single node and just add new shapes to the area2D for each enemy
Its regarding the enemy live2ds. For some reason, if I have a lot of area2ds (enemies) overlap, there is a lot of lag. This is despite the fact that they are set so that they cannot interact with each other (using layers. They have the same layer but I have made it so that the mask does not detect anything in the same layer.)
is the cause actually the Area2d's? if you disable it does the lag also disappear?
because it could also very well just be the rendering being overwhelmed
Over here there is no lag because the slimes are not overlapping each other. But when I tried out with goblins (the only difference is that goblins have a larger sprite so they overlap more) it lagged a lot with the same amount of enemies
Yah I also tried disabling the area2ds and it also removed the lag
hmm.. interesting. do the area2d's have monitoring and such enabled?
Iv disabled and enabled something like that, no change in lag (im assuming the monitoring property)
The only thing that worked was like the slimes, making sure there is no overlap, or, disabling the collision
yep can confirm goblins do hurt performance 
At this point im just gonna turn all the enemies into characterbodies so that the area2ds literally cant overlapp
Cause im scrapping navigation
Either that or reduce area2d size of all enemies
honestly not sure if that many character bodies won't hurt your performance in another way...
Yahhh
Theres also the option of increasing the 'force' or whatever at which the navigation avoids each other
I forgor what field it was but it exists 
honestly i think the main issue might be using get_overlapping_areas instead of keeping track yourself
i'll experiment and see if i can improve it
Would be great 
also godot 2d physics kinda sucks hence why iv been using area2d + nav instead
you could try out Rapier2D instead of the normal godot physics engine
(it does not fix your area2d issue tho, just tested it)
i just tried doing a few things... can't really find a good solution. you could try rolling your own collison and avoidance checking instead of using area2d's and then combine the collision shapes of the enemies into a single area2d node.
it definitely helps
but if you think thats too difficult to change (which is understandable) i'd recommend trying your best to minimise the overlap as much as possible
but i guess that was already going to be your solution
thanks yah ill prob try my best to remove overlapps
Oh err how goes indiecure, any updates on development? Or is it still on pause
currently on pause. but i might pick it up in the coming weeks. the anniversary did give me a bunch of new ideas and motivation
btw increase the Radius on the NavigationAgent2D to 8px and it only drops about 30fps instead of halfing your fps 
9px avoidance radius
honestly the 9px avoidance change will just fix the issue you were having
it only really lags if they literally all surround you like in the screenshot the moment they move back to 165 max fps
I should set variable av radius depending on enemy size, prob should have done that in the first place
yeah probably the best idea 
specifications are finally almost done
will post in a couple hours 
along with a google sheets so you can see which upgrades need working on
I rewrote basically all of how stats modifiers work so now its much easier to use them. This will allow me to implement something called 'Collab Directives' I'v been scretely working on for a while, and will be included in the new update 
ok they basically artifacts from Magic Survivals but build on top of each other so some ones require you already have another first
I'd actually had an idea for that in the form of equipment 
Basically, you'd have a slot for a helmet, chestpiece, leggings, boots, one for each hand, and 1 or 2 accessories
hem so limited artifacts like the old Magic Survivals
Pieces could give 1 or 2 small boosts for damage or something, or on the highest rarity a special boost like cd (limited to 2 or 3)
You would be able to get a new piece of equipment or reforge it after defeating bosses, and sometimes upon levelup
Kinda I guess. I guess you've done research 
Used to be 6, then 8, then 10, then no limit
dug through to see Magic Survival's development 
so the idea I had was essentially you get to pick one 'directive' out of 4 random ones after each wave.
totally did not steal this idea from Magic Survivals
and you can combine directives to get special benefits
To be fair, this kinda thing isn't unique to magic survival. Take STS for example with its relics
Basically artifact fusions that never happened
Directives being,
Latency (cd reduction), Responsibility (evasion), Independence (AI atk+), Reach (collection range), Brevity (speed), Hostility (general atk), Authority (collab partner boosts), Insurgency (Swarm), Therapy (Hp/s), Family (MaxHP+)
and for example if you combine
Brevity & Insurgency -> increase speed of all drones / pizza
or, Family & Therapy -> +1 revival chance
was this suppose to be a thing in Magic Survival? 
I guess this update will keep me busy for a while. Ended up pulling a terraria 
Though I'm partly responsible 
Yeah, it was mentioned at one point a couple years ago, with like no further word. I think it was before fusions were re-added
One piece of equipment I came up with (although it's the only one. Hadn't thought too much about the system yet
)
Accessory: A Poor Financial Decision - a wallet representing Vedal and his continued debt/letting neuro spend money. Tooltip: Never lend a Tutel money
ill keep it in mind if I add accessories ontop of the directives, or if the directives don't really work out
Yeah, I guess I'll try to work on the idea occasionally. For fun if nothing else
@tulip frost and @upbeat edge or to anyone interested in helping implement upgrades, here are the specifications. https://docs.google.com/spreadsheets/d/1T-WltCej7oDYT0PI-O5kWa3X6PmWQn8J5mFQC1hchFc/edit?gid=0#gid=0
The red ones are the ones in need of implementation, there should be a field to put your name (Developer) if you are interested in working on it. Feel free to ask me as much questions as you need. A guide on creating new upgrades can be found at : https://github.com/KotgeDev/Neuro-Adventures/blob/main/docs/creating_new_upgrades.md
I'v left the exact values purposely vague, you can set them to whatever makes sense and ill probably change or tinker with it during balancing the game.
If you have the time, sfx for: harpoon throwing (tho for this I guess I can reuse the angel wings one if you can't make a new one), electricity (for plasma globe), metal pipe sfx (or just sfx for something falling down), and baseball bat spinning (some kind of wind sound might work), would be great 
shortcut
Interesting stuff
Oh thx for the pins 
Thanks for the info, I'll look through it a bit and see if there is anything I can do, can't promise I will be of much help, but it's very interesting to see what kind of things you are working on and thinking about how to solve it is fun :3
Sidenote, do you have any intention on making the game playable for Neuro? I know it's not valid for the game jam, but it would be awesome to see the chance of them playing it just as an honorable mention
This kind of game is not really something Neuro can play with the API
Aww man, that's a shame
Neuro API just doesn't really allow for real time stuff that well
This game would go terribly on Neuro API
Neuro talking about exploding lavalamps is only gonna give me more ideas 
I've been meaning to mention for a few days now, but it seems the current update changed it a bit. enemies seem to spawn at the edges of the screen too now, not just off screen. i don't think the clairvoyance artifact changes this, but idk.
something else I learned since then is enemies respawn immediately after being killed. I didn't actually know how fast they respawned before.
also, i assume you didn't add a spawn cap considering the lag fixes. If you did/do in the future, you should add a way to stop infinite kiting, especially because enemies don't despawn and then respawn around you. I would be able to achieve 50 hours if i felt inclined to do so, and even if my score goes up slowly, if there's no risk of dying then i can set any score i want basically
So quick question, when the file wants the script and icon resources, is there anywhere I need to go find them myself? Assuming I have the script and icon ready for testing, what do I add to the text file?
Now full disclaimer, I don't think I made something functional just yet, but it would be nice to figure out how to test it
Should be able to just set them in the resource in godot. Just click on the dropdown menu, hit load, then find the files in the. Files.
ok, I'll start working on those! :D
I shu prob start drawing sprites for the new upgrades I jus realized 
Nah I've got all the art covered on my end trust
I made this as a placeholder for the evil fumo in the meantime
Okay so I feel like I'm not quite familiar enough with the program to make it work 100% but I still feel like I'm on the right track, if anyone would feel like sitting down at some point to discuss things that would be nice (Not today for obvious reasons but sometime soon)
Sure! If you find a time I can do
Honestly not bad! I think we can use it 
Thanks! Much appreciated 
I'll do my best to let you know whenever I have the free time, lots of family stuff going on today, but hopefully soon
The evil fumo's head is a bit rounder, no? What does it look like if it's head is 1 pixel taller for a bigger face? Then you can make the eyes bigger
Looks better I'd say, wasn't sure it was going to be kept but it's easy to adjust if need be
Yeah, looks better for sure. Only other changes I can think of is maybe making the eyes 1 pixel wider, one eye pixel being white, and making the mouth a little pinker. I know the fang is too small to add
Oh yeah, the horns maybe?
It does become more demonic the more I add to it
I do pokémon sprites for fun, this was just something I threw together in 5 minutes as a placeholder
Yeah, Kotge will probably make a much better one
I do no art related stuff, I just have my fumo right next to me
Here's just me throwing in more detail on it
Phone camera isn't the best, but 
I have one right here as well, just don't want to make it over-designed for such simple sprites
No worries, always appreciate the feedback even if it's on something small
Check this shit out. Bang.
Best lava lamp you've seen in your life. I'll send a pull request for it when I'm done commenting
Did the Lava Lamp get lost in shipping? I don't see one 
We ran out of budget for the lamp we could only afford the lava
Try telling Vedal there's a problem with your budget. Surely he has a year old lambo or something he can sell
mhm noted
OK there's the pull request. I think. I've never made a pull request before so I'm just hoping I did it right 
Do you need sfx for a lava lamp as well? Considering that one guy just put the lava lamp into the game
I made a sound for the plasma globe! I hope you think it's good, turns out electricity has a pretty unique sound lol
after a little more experimentation I think this one sounds more unique and more like lightning :D
Is the other sprite(other than neuro) a placeholder for vedal?
Or is it like a swap characters thing kinda like how Holocure(another vtuber related survivors-like game but this time featuring the talents of Holocure) has multiple characters
right now vedal, anny and both neuro's are in game
Neuros are allies, Anny and Vedal are the player characters
Gotcha
Currently Anny + Evil is the meta
Or at least the strat that gets the highest scores on the leaderboard
(I run the server for that thing)
Hold on, I think I may have a couple of ideas based off some HoloCure weapons and items
Give me a moment to brainstorm
Also are we planning on any super moves
Cause HoloCure has a special depending on the character with various effects(for example Bae is able to shoot all weapons with no cooldown for 5 seconds while Sana turns invincible for a short time then attracts all items to her)
Energy Drink is an item in HoloCure - Save the Fans!. It is unlocked by completing the I Like the Cotton Candy Flavor achievement, which requires surviving for at least 10 minutes in a single run with Mori Calliope. Players will receive the achievement whether they win or lose the run.
This might be a cool exclusive item for vedal
It’s a stat up item in HoloCure
Maybe some Pairings could have signature items
Any ideas for some side modes?
I was thinking the neuro verse could contain this and
Girls Night(the fnaf neuro fangame)
Maybe this is the reason neuro and vedal can’t help the player of girls Night during the day
Cause in that one Evil Neuro is the main villian, and Neuro and Vedal are trying to prevent her from escaping the computer(and several other famous vtubers that Neuro has been with have escaped into the house from artwork the player of girls night drew
sounds great
I think it'll do well
currently we have something similar in the form of programming socks, except it doesn't reduce HP, and super moves are def something in the back of my mind, tho don't have any concrete plans to implement them rn.
so there's something i thought of a week or two ago, but it's proving a tad difficult to test, although i've only tried twice so far. i'm trying to see what happens if i can keep the boss alive long enough for the next one to spawn
I assume they would just both exist at once, but it doesnt hurt to test. unfortunately they are too squishy because i kill them when actively trying not to
i happened to get a good demonstration of how op a single level 1 pizza can be on the second attempt. will upload it after neuro goes to sleep tonight (provided i don't forget)
I guess to make sure you don't kill the boss you kinda have to only upgrade your non-attacking upgrades as well as your basic attacks. Every other upgrade would potentially kill the boss too soon
you also need to stop the swarm (lol) of enemies, so you need enough damage for that. evil with max knife has too much damage and range to not kill the boss, and vedal has very small AOE and his rum gets blocked.
I'll probably have to use neuro for her speed, and only use her swords because i can at least control them
yeah, that's what I was thinking, Anny and Neuro is probably the best combo for dealing with enemies while not killing the boss
i tried vedal because he's faster, and the range is super helpful. and if i'm using neuro i'd rather have the extra speed i think.
it might be better to wait for the update to test it because there will be far more options at my disposal

fair
I remembered! https://youtu.be/BGb4zoCUhAU
Decided to link these songs here because they're kinda stuck in my head (and are very nostalgic)
Glorius Morning (Age of War theme)
https://www.youtube.com/watch?v=7T_YtklLyyo
Space Pirates (Tower of Doom theme)
https://www.youtube.com/watch?v=Cu7HaeRHMhM
i got the pizza in the last couple minutes
Very framerate, highly optimized
(I literally die if the framerate goes consistently that bad)
There shouldn't be framerate issues once the new update drops, which, is gonna be delayed caus I wanna participate in the game jam 
I'll be watching the subathon anyway so I don't know how much I would actually be playing. I only have one monitor, so I can't play and watch.
Oddly enough, I can handle it with lower framerate. Probably because I'm used to lower performance settings anyway (I've resorted to playing Minecraft with a render distance of 2 chunks a couple times to give an idea)
While participating in the game jam would be cool, I don't have any of the skills (programming, art, sound design, etc) to actually do anything, aside from what I've done here. Also my family is doing Christmas today, so i'd miss like the first 18 hours between that and sleep
I'm kinda part of the #programming team for the game jam
We're doing a full on song and I'm responsible for handling the Neuro voice RVC part
Our song pipeline is the biggest part of the team
2 chunks render distance minecraft sounds painful
It was annoying, but I can be obscenely stubborn at times 
Okay I got the basic functionality of the Evil Fumo going, I just need to figure out how to use the cooldown timer, doesn't seem to want to start for me
That isn't working sadly, might be something wrong with the way I'm trying to connect it or trigger it
I am pretty confused about it I admit, from what I can see it should work, it looks identical to how it does in other upgrades unless i'm missing something silly
hmmmm once this game jam is over ill try my best to look into it.
Most likely I broke something with my last refractor
Ok then I guess
The game jam is quite interesting, we're already done with our song and it's really good
@swift edge moving the convo here as to not off-topic #2024-game-jam , but if there's any other things regarding the game that would be good to add, or changed, feel free to talk about them here and I can try making a simple planner for it if you want to make a pull request for it (If you want to work on it directly). Or if not I might implement it in a future update.
For simple UI things like a timer, if you want it added you can just go ahead I think and make it if you want, it shouldn't conflict with anything that is currently being worked on. (there's already a variable that stores time iirc so its only a matter of displaying that)
yeah ill probably submit some pull requests at some point down the line. although not for a month at least as im entering the boss rush game jam for january lol
Petition for anny to get raise the timer 
(I'm joking, lol)
Need I say more?
#announcements message
While trying to make a metal pipe sound I somehow made this, maybe you can use it for something but I just want to share it
That's a very Undertale-y sound
honestly I don't hear it, but I will absolutely take it lol
i've never played undertale. it sounds like a blaster or something from a retro game to me. i'm just glad its not as annoying as the pipe sound effect
I tried to copy the famous metal pipe sound but 8-bit style for this, but it's really difficult
here's what my endeavors have resulted in, it sounds nothing like the famous metal pipe sound but I hope it's good anyway, if it's not I'll probably try a completely different approach
btw, for the harpoon sfx, will Evil be throwing the harpoon or shooting a harpoon gun?
Throwing
Sounds great
it shouldnt be too same cause its for the game so this works
thank god it's not an apple she's throwing
https://discordapp.com/channels/574720535888396288/1063288614689198170/1326584705746735156
ok, great! 
good to know
Might as well make a "indie vtuber" survivor.
Weren’t there a guy making it in game maker? I remember seeing something like this
🤷♂️
added a couple of quotes to the doc, hope that's ok 
It's almost like Twitch hates you is a reference to promote, because for some reason twitch blocks them from receiving gift subs
I jus completed that an hour ago and was planning on asking for quotes. Feel free to add much as you want or make better ones for existing quotes 
What is the quotes system thing?
Interesting I guess
Well, if you need something more on the server, just let me know
The new achievements saving system should hopefully just work, if it doesn't ill notify you
Well, you gotta test it so I can know if I can update the live version of the server
i saw them not even 10 minutes later 
added a quote for latency overdrive 
Some of these were placeholder names so might move some quotes around fyi
Also feel free to suggest better names
i'm sure i'll have time to cook name ideas during the last "3" hours of the subathon (provided i stay awake, its almost 9:30 pm, and tomorrow is my birthday so i should probably sleep)
Ah yes last "3" hours 
last year it ended at almost 9 am, and i stayed up pretty much all night.
it's 6 am right now, but i slept pre-emptively so i managed to hold

I made 3 different sounds for the baseball bat because I'm not sure which one is better
I hope these are good!
Personally I like the 3rd one the most. The other 2 are a bit louder/longer, and I feel like if I'm hearing them for like 40 minutes straight they'll start to get annoying.
That said, I feel something that sounds a bit closer to something being thrown might be better. Like if you quickly move your hand through the air you can hear it. Alternatively, another idea is something like a boomerang or dagger spinning through the air
And oh dear God, I went back and listened to the pipe ones and they are so loud in comparison. I remembered being glad they were quieter than the actual pipe sound effect 
lmao, sorry, it's hard to keep the volume consistent
I could make it sound similar to something being thrown, but since there are already actual thrown weapons that also have/need sound effects I think that might make it too similar to those
Oh I think the sounds work, I also like #3 the most.
Btw, im probably not going to add the baseball bats and the plasma ball this update for balancing reasons (and to scope down a bit so this update doesnt take forever to release)
(Just a note so no one gets confused why they are missing in the immediate update. Ill most likely be adding them when I add the new map & miniko, or in a smaller balancing update before I do that)
Right now sfx I am missing is:
Harpoon (again technically I can re use the angel one so not a neccesity but a more metalic and sharp throwing sound might be cool)
Bullet / gun firing (singular fire)
Glass shattering (might be cool for the Lava lamp)
As for volume there is no need to worry about them too much because I can easily modify them within Godot @cold egret
ok, I'll start working on those! :D
for picking up directives
will spawn randomly near the collab partner after each wave. nearly done w em, hopefully I can move on to the new upgrades tomarrow.
Have you tested the updated server yet?
nop ill prob get to that once im don w both the directives and upgrades since I can't make the new achievements until those are done 
I am tryna get it done this week tho
Alright then
I made a sound effect for the lava lamp, I hope this is good!
its perfect 
working on upgrades to-day
oh, awesome! :D
I got a quote in mind for networking obsession and potentially seasoned babysitter. I'll add them the next time I'm on my PC
top score get

lol
Has been for a long time

lel
New update will probably drop tomarrow as long as I don't encounter a dum bug that takes the whole day to solve 
But itlll be like a test version to find potential bugs and balancing issues. Will have some features missing but they wont affect gameplay like the achievements saving system, which I need to test the server first so will take longer.
Is the server tested yet?
I have still yet to update the prod server, as I'm waiting for you to test it locally
no not yet hence why a version without it would be uploaded* first, I need time to test it + make the new achievement names / art
I guess hopefully your new version is not dependent on the new server
Just make sure the new version is separately identified by the server
shouldn't be, but thanks for the reminder, I have now updated the version number.

Very important to do so now that there's gonna be a big balance change instead of just a simple bug fix
yar its now 1.5
1.5.0 -> tomarrow (hopefully), all basic features
1.5.y -> several patches for server upgrade (achievements), bugfixes, balancing, etc.
Sounds good to me
I wonder who's gonna hold the top scores on V1.5+
I remember the days when this update was supposed to just be for the achievements 
I might have to start calling the game neurarria 
feature creap 
yah im adding mabe too much at once this update
but I figured you would really need a stats page for the directives
YES! Tbh, I've been wanting a stats page for a while for the different upgrades and never really got around to suggesting it. It makes things easier to suggest balance changes for if I know how fast angel wings for example shot too. (Save that for another update though if you do add it
)
rn clicking on the upgrades does nothing, but in a patch after the udpate is out ill add a popup window with exact stats 
And I'm not complaining about the size of the update. It gives me a lot to play around with and I'm hyped for it
I'm just poking fun that terraria does the same thing. They've turned a simple crossover update with dead cells into something that's taken probably a year and a half and is still not out. They just keep cooking
Oh yeah, I completely forgot about Terraria and their update thing
I added quotes for seasoned babysitter (hahaha, you missed ****) and networking obsession (the voices guide me)
The first of the two of course being a reference the the twin dev stream.
Classic discord. That's 4 *'s and it thought I wanted italics
You could try to use \ (escape the *)
Like that you can have *text* between them
Pretty convenient
I also added quotes for pro gamer AI and pro gamer partner. Both being classic keep talking and nobody explodes references
By the way, I just remembered that Anny kinda easily overuses oranges
Could maybe try scaling the orange pickup range with how many are collected? Not sure
Can you make the browser version mobile compatible? Like add a small virtual thumbstick.
already told kotge about the mass orange overuse
It would have to be more like a virtual cursor because of how aiming works
I can aim with the touch screen
But I can't move
There would need to be buttons for the collab abilities and the swap mechanic being added too
one more upgrade to go until im done
(still have some icons to draw tho but after that the main part of the update is done
)
ill be uploading a version with the score-sending turned off so that some balancing can be done and any bugfixes caus I haven't actually tested all of the directives

Hoping to upload ~8-10 hrs from now. Everythin ready except some test runs an a couple icons. 
I made sound effects for the gun and harpoon! I hope these are good :D
also, this was originally an alternate version of the lava lamp sfx that I decided wasn't as good, but I just realized it might be good as an sfx for when Vedal's rum hits an enemy!
alr my internet is pretty bad rn but once this is done ill be able to post 
iv checked 90% of the stuff but erm some of the directives might not work
Guess I'll find out if it works once I test it
By the way, it would be fun if you added automated updates similar to what Neuroverse TCG has, that would be cool
I guess it's time to break stuff 
woul be nice to have a launcher, tho rn a low priority 
Neuroverse TCG has the auto-updates built-in into the exe now
having some troubles with the exporting caus im doing it from a different computer 
the icon is now missing for some reason
but rest of the game works so uploading
Is the icon file still there? And is it trying to call it from a different path from before?
nvm
it is somehow fixed
I guess it just was slow at loading
upload will be done in like a minute 
... or not found a bug
Very few bugs
Guess it's time to wait more
classic
By the way, I have no clue how you're able to send images despite lack of embed perms
Do they like, have embeds for everyone on threads?
hm
Very odd
oh wait, seems on some other channels I don't
You have not unlocked new role
guess it doesn't apply to threads then
I guess they just allow everyone to embed on threads
Makes sense for the art forum, not sure about this one
ok erm fixed
is it your birthday btw, miffin
that was 12 days ago on the 16th 
i guess i'm shiro 2.0 now 
eh


hm, filter % values seem to have changed a lot
and it goes down when leveling now?
Not really a bug a visual issue I need to fix
anything not Tier I don't really increase chances of anything
oh yah my ping list
https://kotgedev.itch.io/neuro-adventures
@tired haven
@cerulean bear
@finite hull
Neuro Adventures 1.5 Beta is out!
This is a test version so the leaderboard has been disabled. Please alert me of any bugs, or any balancing suggestions.
If you want to be removed from this ping list, or added, please tell me and ill do so.
ah, you have a ping list
add me also then
woot
so why does filter value decrease when leveling it now?
errr balans
or just lazy to swap the numbers
I should probably
either way 100% should be possible now
80% now
so these are the wrong values then?
25+25+20+10 = 80 ?
oh
is what I mean
and then +15 % from a directive and +10 % from another
didn't notice the +, thought it was still cumulative
oh yah most of the descriptions been updated to follow a more strict guideline
why to incremental now though, it's more difficult to easily see total values for each level now
mainly because you can see total value from the stats page
hm
i looked through the upgrades and pipes doesn't have a level 6
Those monitor things sure are common
that would be from in-game
from a strategy planning perspective, having it incremental may be worse
(oh and I wanted to make it clear that each lvl increases the filter by smaller values)
if anything that would be misleading
as the total damage received is not a function of the additive increase
also, no fumo upgrade sadge
it's distance from 100%
yah thats a bug erm
will update rn
closer you get to 100%, the more damage is decreased for each 1% increase
80% filter is 80% damage reduction from the AI. so 10% more and you take half the damage you would at 80%
yes, that's my point
the main reason tho was consistency, since everything else now uses + / - some value)
to indicate the later levels have a smaller additive decrease is misleading, as the actual % damage reduction at later levels is higher
you may want to consider multiple sets of standards rather than one uniform for all values, or you'll run into clarity problems like this
which apply consistently to their respective areas
I'd venture that most new players would see each later level's additive increase is lower, so they'd assume diminishing returns quickly
which would be the opposite of what actually happens
So far Neuro still seems a little weak on AOE
also, new skills, cool
Im still not understanding, it is diminishing returns right?
The higher level gives less additional filter per level
Huh? Why did Neuro stop following?
the main reason for consistency is because of directives,
saying
AIs now do 50% less damage to collab partners,
doesn't make too much sense when
a directive can add +10% to the filter, so the total is
60% filter, thus 60% less damage
the additive increase is diminishing, but the actual resultant damage reduction is increasing
say you have 80% filter, you take 20% damage. 90% means you take 10%
and the far as the player is concerned, the damage reduction is what matters, the % value added doesn't
If that's intentional, there should be something to show what button effects it
yes, so 80-90% is a 50% decrease in damage between the two
srry should have clarified it is shift
to describe it as just +10% filter would definitely mislead many new players
Maybe add something that shows that in the game
ok I see now
still not sure how to word it so the directives stll make sense 
I spend a massive amount of time perfecting the descriptions and code documentations in my red alert 2/yuri's revenge mod, clear descriptions are really important
I get why you made everything +- format, you don't want to just arbitrarily describe stuff, it's chaotic as a dev
but it's important to focus on the end result for the player above all else
yeah, agreed. some of the english descriptions in magic survival aren't the best and have caused me confusion
so I'd recommend developing more than one description/wording standard, for application to their respective types of cases
ESL moment 
I might revert filter to the original way of descriptions,
and just add the + filter part
that's why you don't word it relatively
the original cumulative filter % was ideal
where you list the total filter% at each level
"x% reduced damage from friendly fire"
e.g lvl 1 has 30% filter, level 2 has 50%, level 3 75%, level 4 90% filter
that was completely fine
directives would then make sense to add +% filter to that
yah that should work
ye
and if directives would ever to also have levels (hypothetically speaking), their filter values would be cumulative descriptions per level also, and you would just add up the cumulative sources of filter to get your total amount
this way the player doesn't need to add up so many values
just add one value from each source of filter
25% filter ( AI will do 30% less damage to collab partners )
50% filter ( AI will do 50% less damage to collab partners )
...

but yea, this format works
I feel like I've seen the 0.75/1.33x pairing way too many times while modding YR lmao
so that jumped out at me instantly

